如何沿路径/ BezierCurve创建多个UIButton? [英] How to create several UIButtons along a path/BezierCurve?
问题描述
如何沿路径/ BezierCurve创建对象?换句话说,如何沿着给定路径创建多个UIButton,沿同一路径给定间隔?
How can I create objects along a path/BezierCurve? In other words, how can I create several UIButtons along a given path, with a given interval along that same path?
我已经看到了很多关于移动对象的问题。但我需要一个实际创建它们的解决方案。
I have seen dozens of questions about moving objects. But I need a solution to actually create them.
我想沿着路径前进并为每个X点/距离创建一个对象。像这样:
I would like to go along the path and create an object for every X points/distance. Like this:
....@....@....@....@....
在这种情况下,每4个点获得一个位置,并在那里创建一个UIButton。 / p>
In this case, for every 4 points, get the position, and create a UIButton there.
推荐答案
iOS没有直接为您提供沿路径间隔的点的公共API。但是有一种迂回的方式来做到这一点。假设您希望路径上的点之间的距离为X.
iOS doesn't have a public API that directly gives you points spaced along a path. But there is a roundabout way to do it. Suppose you want points along the path spaced a distance of X apart.
首先,创建一个包含路径的 CGPathRef
。 (如果您愿意,可以构建 UIBezierPath
,然后获取其 CGPath
属性。)
First, create a CGPathRef
containing your path. (You can construct a UIBezierPath
if you prefer and then gets its CGPath
property.)
然后,使用 {X,X}
的短划线模式调用 CGPathCreateCopyByDashingPath
。例如:
Then, call CGPathCreateCopyByDashingPath
, using a dash pattern of { X, X }
. For example:
static CGFloat const kSpace = 10;
CGPathRef dashedPath = CGPathCreateCopyByDashingPath(path, NULL, 0,
(CGFloat const []){ kSpace, kSpace }, 2);
这将返回包含多个子路径的新路径。每个子路径是原始路径的长度X段,并且沿着原始路径与其相邻子路径隔开X的距离。因此,子路径的端点沿着原始路径以长度X的间隔隔开。
This returns a new path containing multiple subpaths. Each subpath is a length X segment of the original path, and is separated from its neighboring subpaths by a distance of X along the original path. Thus the endpoints of the subpaths are spaced along the original path at an interval of length X.
因此,最后,使用 CGPathApply枚举虚线路径
,选择端点并在那里创建按钮。首先,你需要将它包装在一个带块的函数中:
So, finally, enumerate the dashed path using CGPathApply
, picking the endpoints and creating buttons there. First, you'll want to wrap it in a function that takes a block:
static void applyBlockToPathElement(void *info, const CGPathElement *element) {
void (^block)(const CGPathElement *) = (__bridge void (^)(const CGPathElement *))(info);
block(element);
}
void MyCGPathApplyBlock(CGPathRef path, void (^block)(const CGPathElement *element)) {
CGPathApply(path, (__bridge void *)(block), applyBlockToPathElement);
}
然后你可以应用一个找到每个子路径端点的块并创建一个按钮那里。假设你有一个名为 createButtonAtPoint:
的方法,这样的东西应该有效:
Then you can apply a block that finds the each subpath endpoint and creates a button there. Assuming you have a method named createButtonAtPoint:
, something like this should work:
__block BOOL isInSubpath = NO;
__block CGPoint subpathStart = CGPointZero;
__block CGPoint currentPoint = CGPointZero;
MyCGPathApplyBlock(dashedPath, ^(const CGPathElement *element) {
switch (element->type) {
case kCGPathElementMoveToPoint:
if (isInSubpath) {
[self createButtonAtPoint:currentPoint];
isInSubpath = NO;
}
currentPoint = element->points[0];
break;
case kCGPathElementCloseSubpath:
// This should not appear in a dashed path.
break;
case kCGPathElementAddLineToPoint:
case kCGPathElementAddQuadCurveToPoint:
case kCGPathElementAddCurveToPoint:
if (!isInSubpath) {
[self createButtonAtPoint:currentPoint];
isInSubpath = YES;
}
int pointIndex =
element->type == kCGPathElementAddLineToPoint ? 0
: element->type == kCGPathElementAddQuadCurveToPoint ? 1
: /* element->type == kCGPathElementAddCurveToPoint ? */ 2;
currentPoint = element->points[pointIndex];
break;
}
});
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